OpenGL: Add Local Memory warmup shader
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@ -33,6 +33,7 @@ set(SHADER_FILES
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opengl_fidelityfx_fsr.frag
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opengl_fidelityfx_fsr_easu.frag
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opengl_fidelityfx_fsr_rcas.frag
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opengl_lmem_warmup.comp
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opengl_present.frag
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opengl_present.vert
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opengl_present_scaleforce.frag
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@ -0,0 +1,47 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// This shader is a workaround for a quirk in NVIDIA OpenGL drivers
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// Shaders using local memory see a great performance benefit if a shader that was dispatched
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// before it had more local memory allocated.
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// This shader allocates the maximum local memory allowed on NVIDIA drivers to ensure that
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// subsequent shaders see the performance boost.
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// NOTE: This shader does no actual meaningful work and returns immediately,
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// it is simply a means to have the driver expect a shader using lots of local memory.
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#version 450
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(location = 0) uniform uint uniform_data;
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layout(binding = 0, rgba8) uniform writeonly restrict image2DArray dest_image;
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#define MAX_LMEM_SIZE 4080 // Size chosen to avoid errors in Nvidia's GLSL compiler
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#define NUM_LMEM_CONSTANTS 1
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#define ARRAY_SIZE MAX_LMEM_SIZE - NUM_LMEM_CONSTANTS
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uint lmem_0[ARRAY_SIZE];
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const uvec4 constant_values[NUM_LMEM_CONSTANTS] = uvec4[](uvec4(0));
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void main() {
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const uint global_id = gl_GlobalInvocationID.x;
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if (global_id <= 128) {
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// Since the shader is called with a dispatch of 1x1x1
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// This should always be the case, and this shader will not actually execute
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return;
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}
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for (uint t = 0; t < uniform_data; t++) {
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const uint offset = (t * uniform_data);
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lmem_0[offset] = t;
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}
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const uint offset = (gl_GlobalInvocationID.y * uniform_data + gl_GlobalInvocationID.x);
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const uint value = lmem_0[offset];
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const uint const_value = constant_values[offset / 4][offset % 4];
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const uvec4 color = uvec4(value + const_value);
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// A "side-effect" is needed so the variables don't get optimized out,
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// but this should never execute so there should be no clobbering of previously bound state.
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imageStore(dest_image, ivec3(gl_GlobalInvocationID), color);
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}
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@ -222,6 +222,7 @@ void RasterizerOpenGL::PrepareDraw(bool is_indexed, Func&& draw_func) {
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gpu.TickWork();
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std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex};
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program_manager.LocalMemoryWarmup();
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pipeline->SetEngine(maxwell3d, gpu_memory);
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pipeline->Configure(is_indexed);
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@ -371,6 +372,7 @@ void RasterizerOpenGL::DispatchCompute() {
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if (!pipeline) {
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return;
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}
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program_manager.LocalMemoryWarmup();
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pipeline->SetEngine(kepler_compute, gpu_memory);
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pipeline->Configure();
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const auto& qmd{kepler_compute->launch_description};
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@ -3,7 +3,9 @@
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#include <glad/glad.h>
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#include "video_core/host_shaders/opengl_lmem_warmup_comp.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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namespace OpenGL {
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@ -12,7 +14,8 @@ static constexpr std::array ASSEMBLY_PROGRAM_ENUMS{
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GL_GEOMETRY_PROGRAM_NV, GL_FRAGMENT_PROGRAM_NV,
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};
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ProgramManager::ProgramManager(const Device& device) {
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ProgramManager::ProgramManager(const Device& device)
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: lmem_warmup_program(CreateProgram(HostShaders::OPENGL_LMEM_WARMUP_COMP, GL_COMPUTE_SHADER)) {
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glCreateProgramPipelines(1, &pipeline.handle);
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if (device.UseAssemblyShaders()) {
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glEnable(GL_COMPUTE_PROGRAM_NV);
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@ -98,6 +101,11 @@ void ProgramManager::BindAssemblyPrograms(std::span<const OGLAssemblyProgram, NU
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void ProgramManager::RestoreGuestCompute() {}
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void ProgramManager::LocalMemoryWarmup() {
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BindComputeProgram(lmem_warmup_program.handle);
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glDispatchCompute(1, 1, 1);
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}
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void ProgramManager::BindPipeline() {
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if (!is_pipeline_bound) {
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is_pipeline_bound = true;
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@ -30,6 +30,8 @@ public:
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void RestoreGuestCompute();
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void LocalMemoryWarmup();
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private:
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void BindPipeline();
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@ -44,6 +46,7 @@ private:
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u32 current_stage_mask = 0;
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std::array<GLuint, NUM_STAGES> current_programs{};
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GLuint current_assembly_compute_program = 0;
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OGLProgram lmem_warmup_program;
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};
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} // namespace OpenGL
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